for a warehouse there is a trick how to make even more money with the warehouse as without. Build Warehouse far enough from city that they are not connected, but close as it gets. Run everything that is FOOD into this warehouse and consumes by city. Pun 1 or 2 Trains from Warehouse to the city with Fridge Box, Guard Employee and 3 other Employes increasing guard by making him happy. You can get up to 35% on rewenue for Food goods with this little trick. You probably not gona get more consume out of city without growing it very high, what demands alot of investment in new more complex goods, but selling same early food boxes for way higher does increase your income per City and Per Cargo significatly.
Literally TODAY I was researching the question about the fulfilment of demand and if it increases the city growth rate proportionally. And voila - the answer is here! (even though it's a bit sad that the answer is No). Another very helpful video and great idea to have some community idea sharing, cause not everyone reads all the comments.
You're doing a great job, and I love watching your videos. I also really appreciate you calling out when something might be anecdotal, and you didn't test it, vs. "this is how it is". That's huge to me. I'd also love to see you open a Patreon so I can support you. I'm getting a lot of use from these videos, and I want to give back. Thank you.
Hi Peter. Thanks for the kind words. I'm glad you enjoy the videos. As far as Patreon goes I have mixed feelings. A little income boost to compensate for the time spent would be most appreciated but I don't want to set up a situation where I feel obliged to make videos. I will have to think about it some more.
Adekyn, thank you for all the quality videos of Railway Empire! Your videos definitely have me thinking on how to better set up efficient networks within the game. Inspired by some of the test videos you have shown to figure out exactly what impacts different game mechanics, I ran some tests the other day in regards to Express status and found something interesting. Using a double-track route from city-to-city, Express trains gain express status easily. When you use the same route, but add waypoints, they have a much harder time getting Express status. Even if the waypointed route is the shortest route. Express status is important to me in some scenarios because I can use Beatrix and her double-revenue bonus for Express trains is a blessing in the early game. The setup was created in sandbox using West Coast 1830-1850. It consists of a single connection from San Francisco to Sacramento using two signal stations, two maintenance sheds, and two supply towers. A simple city-to-city route is about 63 miles and gains express status with a Dragon easily. Repeating the test using waypoints, keeping the route the same otherwise, and the engine cannot gain Express status even after 10 tours. Screenshots show that in some cases, the waypointed train is even completing the tour in 15 days compared to 20 with the non-waypointed train. Below is a link to the discussion I posted on the Steam community and it includes screenshots. steamcommunity.com/app/503940/discussions/0/1742230617613844117/
Hi Brandon. First you are welcome; doing the videos is my pleasure. Glad you like them and that they inspired you to run tests on express status which is a very misunderstood and under-documented feature of the game. You also found a very interesting and unexpected result. I read the steam discussion and checked out your images of the test. The simplest comment I can make is that this is a deficiency of the game. Adding waypoints should give trains directions in terms of what route to take. It should not slow down the train in any way in terms of running on that intended path and the express status with waypoints should behave exactly as it would on the same route with no waypoints. I hope the developers will address this.Keep up the great work. Perhaps a video on express status is in our future. If you determine exactly what gives express status, please let me know and we can collaborate on a video to share this with our community of Railway Empire enthusiasts.
For the 1 MPH train, depending on the track situation when you have only low-power trains, it might be better throughput to not load the trains to 8 cars. Restricting to 4 or 6 cars may work better. This is especially true if the steep sections are on a main line rather than a feeder line.
Yes, I think that would help throughput a lot. I suspect a better player than me would do just that. The problem for me is that I don't like to meticulously micromanage my setup and setting the trains to a limit implies that at some point I would want to go back and change the setting to run 8 boxcars. Oh well. Maybe I just need to slow down and play better (not likely).
If I have this problem, I tend to try and extend the bridge so the incline isn't as steep.it helps a little but can cost more. All depends on the money you have and if there's another route alternative. Keep up the good work and please revisit gold rush with v1.7
@@anthonyhayton8 I do the same thing (extend the bridge if the incline is excessive). I left this one because it was a great example of how underpowered trains struggle with inclines and how improving the trains can have a big impact on your bottom line. OK. OK. I give. I will do Gold Rush with the new functionality.
Hey, thank you very much for your videos, I'm learning something new from each of them, the problem is there are too many (: I'd like to see someday how do you manage to run a big number of cities at the same time, I mean, how to scale these models to a dozen of cities. I've just finished building (2 cities+WH) clusters for 12 non-linearly placed cities with split cargo/passenger lines, and it's totally crooked (: I also wonder if there's a method to adjust a few trains simultaneously, for example to add diner wagon to all existing express trains (sorting by type) or to add an extra station on their route (for cloned trains) or, as Matthew Zaleski says, reduce the number of wagons.
You are welcome. I'm glad you find the videos useful. I don't do a lot of mass building such as going into free mode and building out the map. I'm more into hitting the objectives before me on the scenarios or missions. Once I've done that I get bored and want to start a new game. So I don't have a lot of examples to show you of building out a large system. Maybe I should do one just because I know a lot of people like to play that way.But I can offer you some free advice. There's an old consulting saying - "you eat the elephant one bite at a time." That means that the best way to deal with a large, complex problem is to turn it into several small, simple ones. That's the purpose of the 2, 3, and 4 city clusters. If you can manage one 2 city cluster, you can manage 2. Now your system has 4 growing cities. If you can manage a couple of 2 city clusters, you can add a 3 city cluster and manage that effectively. Now your system has 7 growing cities and on and on. I'm not sure what you mean by "totally crooked" but I'm thinking you mean it is not as organized as you would like. Cut the problem into small challenges and do each one well.Unfortunately there is no method for mass updates. I've often lamented this very point. Each train on a line is treated like a new line in the game, so changes have to be done to each train. The best thing you can do (and something I often fail to do) is make sure that the first train you assign to a line has all the special cars and instructions you need to give it, so that as you copy it to add more trains to the line they are all correct. P.S. I would love to see some mass update capabilities.
Thank you very much for your videos Sir. They have been very helpful. I have to say tho, that Im not fully convinced by your fullfillment/growth experiment. I would have liked it more if u had a depot ready nearby filled with corn and sugar. The way you did it your experiment has significantly different starting dates and long periods of not only "no corn" but also "no sugar" (travel time of first shipments) Or maybe you should have chose the starting date for the "no corn & sugar" try right before the first shipment of those hit Grand Rapids. Then save an delete these shipments for that run.
Hi Duedman. Thanks. I'm glad you find the videos helpful. As to the test, the only thing I wanted to know was does a higher fulfillment rate cause faster city growth. The test proved it does not. The fulfillment rate was higher by adding the sugar and corn but the growth rate was the same. If I had placed a warehouse full of corn and sugar very close to Grand Rapids so the fulfillment rate spiked even sooner, we would have seen the same result as far as city growth is concerned.
So we start off with a rapid expansion strategy, how do you go about upgrading? It seems incredibly tedious changing the tracks and train routes when the time comes for warehouses and the like. What do you do to streamline that process?
Hi Brian. I think a quick guide on next steps after rapid expansion is in order. You can see this in action by watching the Great Britain and Ireland scenario playthrough where I start with a modified rapid expansion and then move to a 3 city cluster with a single pass-through warehouse.
I like them all. Each adds a new map and challenging scenarios. All functionality, including updates. is included in the base game and is added in version releases (what they call free releases) independent of the DLC.
Adekyn. Or anyone who can help. 100’000 passengers from Salk lake to San Francisco in Gold Rush. I’m in 1857/8 with only this and 8 cities to 80k left to complete. Only 315 passengers currently and it’s only increasing by about 50-75 per year. Both cities are 80k+ Any tips on getting more passengers to travel between the two. I’m pulling my hair out, and i ain’t got much left.
I had 6 passenger only trains on a communal line, an attraction in Sf and very little money to play with. I did notice after looking back, my tech tree was not favoured towards more passengers in the earlier stages, only towards the end of year 1862. It only was then I had millions of $$$ to play only me to complete the 8 cuties to 80k and the scenario ended. Thank you for replying. I intend to give it another go soon and try and beat “Train Manager” status.
@@anthonyhayton8 you dont need any of that. No need for City Grow, period. Doesn't speed up passanger transports to SF. SF has a Bank and Can'T have a Attraction. What really helps is, start early, as early as you can. Build a straight Road without any towns inbetween, shorter Route makes more passangers take this route. Don't run any other passanger Trains from Salt Lake City to other Cities besides SF. And Use 8 Wagons train only passenger run on full. They should wait and load passangers before departing, run trains back empty or even delete them and copy new ones, you don'T need the back route. 1 Train brings about 240 people. I managed to get all the passangers i need in year 1853
The best way to make alot of money, is to run a hell bunch of passanger trains between SF, Sacramento, Shasta and Karson City. at least 4 between each pair of cities making it 24 Trains passanger mail only with restaurant and passanger employer on it. and dont put any guys that give speed to passanger trains because it makes this one to speed train but all other speed lines loose their status as speed line because they are slower then this particular line.
for a warehouse there is a trick how to make even more money with the warehouse as without. Build Warehouse far enough from city that they are not connected, but close as it gets. Run everything that is FOOD into this warehouse and consumes by city. Pun 1 or 2 Trains from Warehouse to the city with Fridge Box, Guard Employee and 3 other Employes increasing guard by making him happy. You can get up to 35% on rewenue for Food goods with this little trick. You probably not gona get more consume out of city without growing it very high, what demands alot of investment in new more complex goods, but selling same early food boxes for way higher does increase your income per City and Per Cargo significatly.
Thanks. I will mark this one to share on a future Community Contributions video.
Oh that is smart with the empty trains. Never thought of that.
Yes it is. I use it all the time.
Literally TODAY I was researching the question about the fulfilment of demand and if it increases the city growth rate proportionally. And voila - the answer is here! (even though it's a bit sad that the answer is No). Another very helpful video and great idea to have some community idea sharing, cause not everyone reads all the comments.
Glad to have been of service. I was surprised by the result of my little experiment, my hypothesis was incorrect.
You're doing a great job, and I love watching your videos. I also really appreciate you calling out when something might be anecdotal, and you didn't test it, vs. "this is how it is". That's huge to me.
I'd also love to see you open a Patreon so I can support you. I'm getting a lot of use from these videos, and I want to give back.
Thank you.
Hi Peter. Thanks for the kind words. I'm glad you enjoy the videos. As far as Patreon goes I have mixed feelings. A little income boost to compensate for the time spent would be most appreciated but I don't want to set up a situation where I feel obliged to make videos. I will have to think about it some more.
Adekyn, thank you for all the quality videos of Railway Empire! Your videos definitely have me thinking on how to better set up efficient networks within the game.
Inspired by some of the test videos you have shown to figure out exactly what impacts different game mechanics, I ran some tests the other day in regards to Express status and found something interesting. Using a double-track route from city-to-city, Express trains gain express status easily. When you use the same route, but add waypoints, they have a much harder time getting Express status. Even if the waypointed route is the shortest route. Express status is important to me in some scenarios because I can use Beatrix and her double-revenue bonus for Express trains is a blessing in the early game.
The setup was created in sandbox using West Coast 1830-1850. It consists of a single connection from San Francisco to Sacramento using two signal stations, two maintenance sheds, and two supply towers. A simple city-to-city route is about 63 miles and gains express status with a Dragon easily. Repeating the test using waypoints, keeping the route the same otherwise, and the engine cannot gain Express status even after 10 tours. Screenshots show that in some cases, the waypointed train is even completing the tour in 15 days compared to 20 with the non-waypointed train. Below is a link to the discussion I posted on the Steam community and it includes screenshots.
steamcommunity.com/app/503940/discussions/0/1742230617613844117/
Hi Brandon. First you are welcome; doing the videos is my pleasure. Glad you like them and that they inspired you to run tests on express status which is a very misunderstood and under-documented feature of the game. You also found a very interesting and unexpected result. I read the steam discussion and checked out your images of the test. The simplest comment I can make is that this is a deficiency of the game. Adding waypoints should give trains directions in terms of what route to take. It should not slow down the train in any way in terms of running on that intended path and the express status with waypoints should behave exactly as it would on the same route with no waypoints. I hope the developers will address this.Keep up the great work. Perhaps a video on express status is in our future. If you determine exactly what gives express status, please let me know and we can collaborate on a video to share this with our community of Railway Empire enthusiasts.
Happy New Year to my RE - Bouddies,
and Thanks to u Adekyn for the good advices
Happy New Year to you too. It is my pleasure to make videos that help folks enjoy their gaming experience.
For the 1 MPH train, depending on the track situation when you have only low-power trains, it might be better throughput to not load the trains to 8 cars. Restricting to 4 or 6 cars may work better. This is especially true if the steep sections are on a main line rather than a feeder line.
Yes, I think that would help throughput a lot. I suspect a better player than me would do just that. The problem for me is that I don't like to meticulously micromanage my setup and setting the trains to a limit implies that at some point I would want to go back and change the setting to run 8 boxcars. Oh well. Maybe I just need to slow down and play better (not likely).
If I have this problem, I tend to try and extend the bridge so the incline isn't as steep.it helps a little but can cost more. All depends on the money you have and if there's another route alternative.
Keep up the good work and please revisit gold rush with v1.7
@@anthonyhayton8 I do the same thing (extend the bridge if the incline is excessive). I left this one because it was a great example of how underpowered trains struggle with inclines and how improving the trains can have a big impact on your bottom line.
OK. OK. I give. I will do Gold Rush with the new functionality.
@@Adekyn100 yeay! Gold Rush!
Hey, thank you very much for your videos, I'm learning something new from each of them, the problem is there are too many (:
I'd like to see someday how do you manage to run a big number of cities at the same time, I mean, how to scale these models to a dozen of cities.
I've just finished building (2 cities+WH) clusters for 12 non-linearly placed cities with split cargo/passenger lines, and it's totally crooked (:
I also wonder if there's a method to adjust a few trains simultaneously, for example to add diner wagon to all existing express trains (sorting by type) or to add an extra station on their route (for cloned trains) or, as
Matthew Zaleski says, reduce the number of wagons.
You are welcome. I'm glad you find the videos useful. I don't do a lot of mass building such as going into free mode and building out the map. I'm more into hitting the objectives before me on the scenarios or missions. Once I've done that I get bored and want to start a new game. So I don't have a lot of examples to show you of building out a large system. Maybe I should do one just because I know a lot of people like to play that way.But I can offer you some free advice. There's an old consulting saying - "you eat the elephant one bite at a time." That means that the best way to deal with a large, complex problem is to turn it into several small, simple ones. That's the purpose of the 2, 3, and 4 city clusters. If you can manage one 2 city cluster, you can manage 2. Now your system has 4 growing cities. If you can manage a couple of 2 city clusters, you can add a 3 city cluster and manage that effectively. Now your system has 7 growing cities and on and on. I'm not sure what you mean by "totally crooked" but I'm thinking you mean it is not as organized as you would like. Cut the problem into small challenges and do each one well.Unfortunately there is no method for mass updates. I've often lamented this very point. Each train on a line is treated like a new line in the game, so changes have to be done to each train. The best thing you can do (and something I often fail to do) is make sure that the first train you assign to a line has all the special cars and instructions you need to give it, so that as you copy it to add more trains to the line they are all correct. P.S. I would love to see some mass update capabilities.
happy new year Adekyn could you do a video on the east coast scenario
Which one? There are three - 1830 Metropolis, 1850 The Commodore, and 1890 Hunger for Raw Materials.
Thank you very much for your videos Sir. They have been very helpful.
I have to say tho, that Im not fully convinced by your fullfillment/growth experiment. I would have liked it more if u had a depot ready nearby filled with corn and sugar.
The way you did it your experiment has significantly different starting dates and long periods of not only "no corn" but also "no sugar" (travel time of first shipments)
Or maybe you should have chose the starting date for the "no corn & sugar" try right before the first shipment of those hit Grand Rapids. Then save an delete these shipments for that run.
Hi Duedman. Thanks. I'm glad you find the videos helpful. As to the test, the only thing I wanted to know was does a higher fulfillment rate cause faster city growth. The test proved it does not. The fulfillment rate was higher by adding the sugar and corn but the growth rate was the same. If I had placed a warehouse full of corn and sugar very close to Grand Rapids so the fulfillment rate spiked even sooner, we would have seen the same result as far as city growth is concerned.
So we start off with a rapid expansion strategy, how do you go about upgrading? It seems incredibly tedious changing the tracks and train routes when the time comes for warehouses and the like. What do you do to streamline that process?
Hi Brian. I think a quick guide on next steps after rapid expansion is in order. You can see this in action by watching the Great Britain and Ireland scenario playthrough where I start with a modified rapid expansion and then move to a 3 city cluster with a single pass-through warehouse.
thx for another awsom guide adyken
You are welcome.
Just got the game and I've enjoyed your videos. Any of the expansions you feel add a lot or are they all equally worthwhile (or not worthwhile)?
I like them all. Each adds a new map and challenging scenarios. All functionality, including updates. is included in the base game and is added in version releases (what they call free releases) independent of the DLC.
2:20 Let's rename him to "Jam" Jansen.
Agree - but with one change. Let's call him "No Jam Jansen"
@@Adekyn100, deal! ;)
how about metroplis
Okay. Will put it on my to-do list.
Adekyn. Or anyone who can help.
100’000 passengers from Salk lake to San Francisco in Gold Rush.
I’m in 1857/8 with only this and 8 cities to 80k left to complete.
Only 315 passengers currently and it’s only increasing by about 50-75 per year.
Both cities are 80k+
Any tips on getting more passengers to travel between the two.
I’m pulling my hair out, and i ain’t got much left.
Do you have an attraction in SF? How many trains are you running? That's a long line. It needs a lot of trains.
Anthony, probably to late, but with tasks to transport alot of mail or passengers use tech point to increase nunbers and wait times
I had 6 passenger only trains on a communal line, an attraction in Sf and very little money to play with.
I did notice after looking back, my tech tree was not favoured towards more passengers in the earlier stages, only towards the end of year 1862.
It only was then I had millions of $$$ to play only me to complete the 8 cuties to 80k and the scenario ended.
Thank you for replying. I intend to give it another go soon and try and beat “Train Manager” status.
@@anthonyhayton8 you dont need any of that. No need for City Grow, period. Doesn't speed up passanger transports to SF. SF has a Bank and Can'T have a Attraction. What really helps is, start early, as early as you can. Build a straight Road without any towns inbetween, shorter Route makes more passangers take this route. Don't run any other passanger Trains from Salt Lake City to other Cities besides SF. And Use 8 Wagons train only passenger run on full. They should wait and load passangers before departing, run trains back empty or even delete them and copy new ones, you don'T need the back route. 1 Train brings about 240 people. I managed to get all the passangers i need in year 1853
The best way to make alot of money, is to run a hell bunch of passanger trains between SF, Sacramento, Shasta and Karson City. at least 4 between each pair of cities making it 24 Trains passanger mail only with restaurant and passanger employer on it. and dont put any guys that give speed to passanger trains because it makes this one to speed train but all other speed lines loose their status as speed line because they are slower then this particular line.
Right-handed traffic in the Great Britain? Absolute heresy
True. But as I explained in another comment, if I tried to set it up to drive on the left my mind would explode.